I think fantasy settings should have fixers too. You as an adventurer need jobs but don't want to get ripped off or backstabbed, have someone vet clients for you and act as your agent
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Kings of the Wyld by Nicholas Eames played the concept pretty well, adventuring parties acting like bands having their gigs booked an agent who’s also willing to shake a guy down for nonpayment.
you might be able to get away with not paying a band or a contractor but if you stiff a mercenary they're going to kill you and/or ransack your house. As a violence professional you can't just let something like that slide
Best use for an Adventurer's Guild - a set location that can vet quest givers, hold payouts in escrow, and ensure level 1 warriors and acolytes aren't sent versus level 99 dracoliches
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That said, my preference is working for a Merchant Guild, because then you also get company warehouse, stables, inn, & banking privileges.
SUPER handy for most groups, but especially for campaigns when you’re basically fantasy UPS.